Training Probe Droid (SWG#2, sidebar, page 62)
Note: Use the stats for the Arakyd Viper Probe Droid (SWD6, page 239), with the following changes: the training model has no self-destruct mechanism, and the blaster cannon has been replaced with a "stun cannon" (same damage and range, but does stun damage only).

JR-8 Maintenance Droid (DWG#4, text, page 86)
Type: PublicTechnic JR-8 Maintenance Droid
Dexterity 1D
Knowledge 1D
Mechanical 1D
Perception 1Dsearch 1D+2Strength 2Dclimbing/jumping 3D+1Technical 1Dany repair skill (pick one) 1D+2
janitor 3DEquipped With:Low-light vision (can see twice as far as a human in dim light)
Tool mounts (the droid has one or more appendages that have tools attached to them)
Rust inhibitor (the droid's metal components are resistant to rust and corrosion)
Detergent nozzle (the droid can shoot detergent at a target, and any hit that is not dodged will blind the target for 1D rounds)Move: 4Size: Small

Creatures 

Kashyyyk Flame Beetles (SWG#4, sidebar, page 83)A single flame beetle does a minimal amount of explosive damage in a .25 meter area when it explodes. Swarms pose the real danger. For every seven beetles in an exploding swarm, add +1 pips to the swarm's explosive damage (rounding up) and .25 meters to the explosion's diameter. This means that a swarm of 100 beetles will do 5D of damage in a 3.75meter diameter area.

Vornskyrs (SWG#6, page 78)Statistics for Vornskyrs can be found in TTS, pages 159-160.

Nerfs (SWG#6, page 79; AA, pages 39-40)
Dexterity 3D+2spit 4D+1Perception 2D+1
hide 4D+2Strength 2D+2Special Abilities:Bite: Does Strength +2 damage.Head Butt: Does Strength +2 damage.Kick: Does Strength +2 damage.Low Light Vision: A nerf can see twice as far as a normal human in poor lighting conditions.Spittle: If irritated, there is a 3 in 6 chance that a nerf will spit a foul-smelling saliva at targets up to ten meters away (range: 1-3/6/10). Nerf spit emits a foul odor, and is impossible to wash entirely from clothing. Anyone struck by nerf spittle suffers a penalty of -1D to actions involving personal interaction until washed and the offending article(s) of clothing are removed.Move: 12Size: 1 meter long and 0.5 meters tall.Orneriness: 2D

Gasnit (SWG#6, pages 79-80)
Dexterity 2D
Perception 2D+2search 6D+1
sneak 3D+1Strength 8DSpecial Abilities:Bite: Does Strength +1D+1 damage.
Claws: Do Strength +1D damage.
Darkvision: Gasnits can see up to 20 meters in total darkness.Heat Resistant: Any heat-based attacks made against a gasnit have their damage rolls reduced by 10 points. If this reduces the total damage below 0, then the shot is considered to have done no damage. Additionally, gasnits suffer no ill effects from hot environments.
Keen Vision: If hunting during daylight hours, a gasnit receives a +1D bonus to Search skill rolls.
Low Light Vision: A gasnit can see twice as far as a normal human in poor lighting conditions.Poison: If bitten by a gasnit, a character must succeed at a Very Difficult Strength check. Failure indicates that the character takes 5D damage from the gasnit's venom.
Poison Immunity: Gasnit are immune to most poisons.
Wings: Do Strength +2 damage.Move: 6 (ground), 20 (fly)Size: Unlisted (Huge)

Hoojibs (SWG#6, pages 80-81, AA, pages 79-80)
Average Hoojib. Dexterity 2D+1, Knowledge 2D+1, Mechanical 2D, Perception 2D+2, Strength 0D+2, Technical 2D.
Home Planet: ArbraAttribute Dice: 12DDEXTERITY 1D+2/4D+1KNOWLEDGE 1D+2/4D+1MECHANICAL 1D+1/4DPERCEPTION 2D/4D+2STRENGTH 0D+1/2D+2TECHNICAL 1D+1/4DSpecial Abilities:Energy Drain: Hoojibs can drain energy from any piece of equipment, or any being that contains energy of any sort. If the Hoojib is in contact with the energy source, the effects are automatic. A Hoojib can attempt to drain energy from an object or being within 4 meters, but must make a Strength check in order to do so depending on the distance (range: 1-2/3/4). Treat this just like a ranged attack. A Hoojib can drain 1D3 shots or hours of use from equipment, droids, power packs, or other inanimate objects per round.Telepathy: Hoojibs can communicate telepathically with any number of beings within a 500 meter distance. Anyone wishing to resist the communication can resist by rolling Willpower or Control against the Hoojib's Perception attribute. Telepathic communication from a Hoojib is "heard" by the target being in his own language.Move: 3/5Size: 20 to 30 centimeters long.

MMV-608 (SWG#7, sidebar, page 88)
Dexterity 4Dblaster 7D+1
dodge 5D+1
melee parry 5D+1
melee weapons 5D+2
vehicle blasters 5D+2Knowledge 1Dintimidation 4DMechanical 1D
Perception 3Dsearch 5D+2Strength 5Dbrawling 6D+2Technical 1D
Equipped With:Heavy Armor (+2D to Strength to resist damage)
Infrared Vision (The droid can see in the dark up to 30 meters)
Locked Access (The droid's shut-down switch is secured or internally located)
2 Repeating Blaster Rifles (The same as standard blaster rifles, but the Rate of Fire is unlimited)
2 Vibro-Axes (Does Strength +3D+1 damage, maximum: 7D)
Vocabulator (The droid has a speaker that allows it to replicate organic speech)
4 Weapon Mounts (The droid has four appendages that have weapons attached to them)Move: 8Size: Unlisted (Large)Cost: Not for sale (20,000 estimated)Note: As per the text on page 87, this droid has a vulnerability. Players who succeed at a Very Difficult Droid Repair skill check will notice that a bundle of neurocircuitry curls out from the back of the droid's head. If someone can manage to flank the droid and destroy the circuitry, the droid will immediately shut down. Making a called shot against this bundle adds +4D to the difficulty to-hit (see rules for Called Shots, SWD6, page 91), but a successful hit will destroy the droid.

Yuuzhan Vong Cuffs (SWG#8, page 79)These small creatures are used by the Yuuzhan Vong as restraint devices, and are locked around humanoid wrists much like regular handcuffs or binders. Anyone attempting to escape can roll a Security skill check, with a Heroic +15 difficulty. On a failed roll, the cuffs tighten painfully, inflicting 1D of damage. If attacked, the creature has a Body Strength of 2D, and an armor bonus of +3D. If not killed in a single attack, the creature will tighten its grip, inflicting 2D damage per round until dead.

Nashtah (SWG#8, page 93; AA, page 38)
Dexterity 3D+2
Perception 5Dsearch 6D
search: tracking 6D+2Strength 4Dclimbing/jumping 7DSpecial Abilities:Barbed Tail: Does Strength +2 damage.Bite: Does Strength +1D damage.Claws: Do Strength +2 damage.Exceptional Reflexes: Nashtah gain a +1D bonus to all Perception rolls made to determine initiative.Leap Attack: A nashtah can leap at a target up to 10 meters away while attacking with each of its six claws. Treat this like a ranged attack (range: 1-3/6/10), with the nashtah's jumping skill rolled to determine a hit. If successful, the nashtah can make six claw attacks against the same target, subtracting -1D for the first two attacks, -2D for the second two, and -3D for the last two. The nashtah can do nothing else in that round, including dodge.Move: 20Size: 1.5 meters long.

Vaynai Pollinators Swarm (SWG#8, page 94)Dexterity 4D
Perception 1D
search 3DStrength 1D+2Special Abilities:Sting: The collective sting from the swarm, if successful (use the swarm's Dexterity roll for the attack), is painful. Anyone successfully stung must make a Moderate difficulty Strength check, or suffer 3D+2 damage from the swarm's venom.Swarm: Treat the entire swarm as a single creature. All damage done to the swarm is reduced by 15 points before being applied. When reduced to Incapacitated (or worse), the swarm will retreat.Move: 15 (flying)Size: Medium-sized (the swarm, not the individual insects)

Apilid Worms (SWG#9, page 77)
Dexterity 3D
Perception 1D
hide 3D+2
search 3D+2Strength 2D+1Special Abilities:Bite: Apilid worms can bite for their Strength +2 in damage.
Blindsight: Apilid worms are blind, and use vibrations to navigate.Move: 8Size: Unlisted (Small)Note: Though listed as a creature, the Apilid Worms seem to be capable of speaking Basic, as well as their own language.

Gruush (SWG#10, page 93)
Model: Sauvax GruushType: Native Weapon/ToolScale: CharacterCost: Not available for saleAvailability: 3, RDifficulty: ModerateDamage: Strength +2D+1 (Max: 7D+1)Game Notes: A multipurpose spear used by the Sauvax to hunt fish and cultivate seaweed. The head of a gruush consists of a straight, barbed point, and a curved hook, and can be used either as a melee weapon, or thrown.

The Bracers of Najus (SWG#10, sidebar, page 99)
Model: The Bracers of NajusType: Dark Side ArtifactScale: CharacterCost: Not available for saleAvailability: 4 (Unique)Game Notes: If worn, the Bracers of Najus double the benefits of any attempts to call upon the Dark Side against a target who is allied with the light side of the Force (ie, against a Force-sensitive opponent who has no Dark Side points). What this means is that any Force points gained by calling on the Dark Side (SWD6, page 152) triple the character's dice pools instead of doubling them. The bracers have no effect if the user's opponent has at least one Dark Side point. In fact, the Dark Side-allied opponent gains any beneficial bonuses if an attempt is made to use the bracers against him.